I suggest replacing it with something like
Counterbalance
, which works nicely with your
Sensei's Divining Top
. Also, if your general is on the field, being able to look and see if you want to reveal the top card of your deck to counter a spell is pretty valuable.

Ponder
,
Preordain
and
Brainstorm
are great in almost every blue deck, but here the top-deck manipulation makes them even better. I suggest including all three.

Mystical Tutor
is awesome if your general is on the field, as it becomes a pseudo-tutor-to-hand effect.

Narset, Parter of Veils
is a pretty busted card -- she even lets you clear a creature off of the top of your deck if you need it, in addition to her static hate-ability. Pairing her with a
Windfall
is especially powerful.
Faithless Looting
is another way to get past uncastable creatures and/or lands.

5 days ago

Given your curve and your amount of cheap ramp, I think that you're safe to lower your land count to 35-36. While he's not a knight,
Combat Celebrant
seems good here - additional combat phases and another win condition with
Helm of the Host
.

I would also recommend some additional removal in the form of
Wear / Tear
, especially to help cut through tax effects.

1 week ago

1 week ago

So, I happen to be very much in accord with RNR_Gaming in the feeling that one-mana mana-dorks will greatly improve this deck. In my experience, in a four player game, people will have a lot of other threats to worry about than mana-dorks; and if the deck is built well, with an appropriate amount of card-draw, it'll recover from a board wipe rather well. That being said, if you want to go the route of enchantment ramp, there're a bunch not in the deck that you should consider.
Utopia Sprawl
is a favorite of mine, especially if you pair it with an
Arbor Elf
.
Wild Growth
,
Elvish Guidance
and (in the right meta)
Carpet of Flowers
can all also produce but-tons of mana.

Part of the reason I, and I suspect RNR_Gaming suggest dorks is because, being green, you have access to a lot of creature ramp that can replace artifact ramp. If that is done, you can run cards like
Collector Ouphe
or
Stony Silence
; in competitive metas, these two cards can often times change the course of a game more than any other card. I love artifact ramp dearly --
Kess, Dissident Mage
as Storm is my favorite EDH deck -- but it is simply not as good as one mana, dork-based ramp that dodges artifact hate.

In my experience (perhaps your is different),
Path to Exile
is really bad in EDH. In general, ramping opponents as a side-effect of removal in a format filled with high-cost, high-payoff strategies is going to be actively dangerous. Sometimes,
Path to Exile
can be good for removing blockers; however, there are better ways to do this, such as
Taunting Elf
or even just
Renegade Tactics
, which has the added bonus of not costing you a card. Same goes for
Settle the Wreckage
.

Your land-count is very high. If you want to spew out lands, consider
Exploration
and/or
Burgeoning
. These can help you get out of the gate much faster than your opponents, and work especially well with your Karoo lands, like
Gruul Turf
.

RAMP: I think you're running too many lands for an aggro deck; also, your ramp package has room for improvement. Replacing a few lands with rocks and potentially some more creatures can make the deck a lot better.

Ancient Tomb
: This is a great piece of land-ramp and can land a signet or talisman on turn one.

REMOVAL: You have a lot of good removal spells, mainly because a lot of your removal is more than a one-for-one (see
Fell the Mighty
,
Crackling Doom
and
Return to Dust
). In a format with three opponents, you typically want to be doing more than trading one-for-ones, a notable exception being
Swords to Plowshares
, which is an absurdly powerful card. I suggest running some of the following:

Fire Covenant
: This is EXCELLENT spot removal, as it differentially kills what you need to kill.

Wear / Tear
: Usually a two-for-one. Any red-white deck in EDH should run this.

Toxic Deluge
: This is a great board-wipe, especially for decks with a lot of counters that get your own creatures' toughnesses up. As an added bonus, you can cast it while
Gaddock Teeg
is down.

MISCELLANEOUS: There're some other cards you might like. Consider the following:

Shared Animosity
: One time, many moons ago, I built a modern goblins deck with this. It was alright/terrible in Modern, but in a relatively slow-moving format like EDH it can be a real powerhouse.

Smallpox
/
Pox
:
Smallpox
is easily one of my favorite cards in EDH, and may be good with your high land count, even if you choose to cut three or four lands. It'll depend on your meta and your final deck list. It could be awful, but it could be good.
Pox
is much more likely to be terrible, but is worth having on your radar.

Suppression Field
: You're running very few planeswalkers, fetches, and with a little crafting, you can have very few creatures and/or artifacts with activated abilities. In my meta, this card is absurd. Especially against me.

Price of Glory
: This discourages instant-speed interaction. In a deck like this, it's very likely to hose blue-players without really touching you.

Wear / Tear occurrence in decks from the last year

Modern:

All decks: 0.0%

Commander / EDH:

All decks: 0.01%

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